Matchmaking fails to place players into same server; no joinable lobbies listed
On the specified Live build, testers were unable to join the same server/session. Choosing Matchmaking (Ship Play) or Gunplay consistently placed each player into a new server instead of joining an existing server where another tester was already playing. The server/lobby list showed no open lobbies, and refreshing did not reveal active servers.
Category
SHOOTER
- Launch the game on Live build cl111-lifecycle-fullcook-20261002-r1 with two or more players/testers.
- Have Tester A queue into a match via Matchmaking (Ship Play) or Gunplay and enter a server.
- Have Tester B select the same option (Matchmaking Ship Play or Gunplay).
- Observe that Tester B is placed into a different/new server rather than Tester A's server.
- Open the lobby/server list and attempt to find Tester A's active server; refresh the list.
- Observe that no open lobbies/active servers are visible and refreshing does not make them appear.
Matchmaking should preferentially place players into existing available servers (or allow joining a friend's/tester's active server), and the lobby/server browser should display joinable active servers; refreshing should update the list to show currently active sessions.
Images (1)
Version Live: cl111-lifecycle-fullcook-20261002-r1 During the tests we ran this afternoon, we couldn't join the same server. When selecting either matchmaking ship play or gunplay— the player would end up on a new server instead of joining one where another tester was already playing. There were no open lobbies visible to join, even when someone else was already on a server. Refreshing the list didn't make the active servers appear.
Developer access only
Classification
Network
Version
Live: cl111-lifecycle-fullcook-20261002-r1
Frequency
Always
Source
AI Analysis
Original Language
English
Impact Score
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